Remove another spiked flail; replace it with a morningstar for now.
Obey requests to disable monster spawns during abyssal shifts.
Reintroduce the memory leak to make trunk less crashy for now.

The real bug is not fixed, let's discuss with bh the best way to fix this.
I'd get rid of all static structs here, moving part of them to file-scope
globals to make sure they're truly independent of runtime variables, and
explicitely constructing the rest.  Which may or may not be the right
solution.
Fix typo of ~/crawl for ~/.crawl in a comment.
Add Lua exports for Simplex and Worley noise, and random_real

Lua API:
 - crawl.random_real()
 - crawl.worley(x,y,z) -> distance[0],distance[1],id[0],id[1],pos[0].x,pos[0].y,pos[0].z,pos[1].x,pos[1].y,pos[1].z
 - crawl.simplex(x,y,z,k) - z and k are optional if you only want 2D or 3D noise
Remove old newvaults .des file

I only kept it around for reference while developing newnewvaults.
New layouts for Gehenna
More new layouts for Gehenna (and Snake and D) by infiniplex
Remove several standard layouts from Gehenna and adjust probabilities of others

* Weightings of the newly added layouts probably still need adjustment

* I specifically left _basic and _bigger_room in because they have a "lava river" variant designed for Gehenna. They are still lower frequency now anyway.
Missed important include
A cavernous D layout
Don't use anthill layout at extreme ends of D
Stop caverns appearing in non-D/Lair branches and slightly increase the weight
[Transifex] Rewrap some entries, rename some keys, delete others.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
[Transifex] Remove some blank lines.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
[Transifex] New description for Agnes (mikee).

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
[Transifex] Japanese translations.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
[Transifex] Restore lost quotes.

A few foreign ones have been copied to english, but at least they seem to be
in their original version this time, not translated.

Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
Wrap some very long lines.
Two canned tests in the Abyss.

One includes holding '5' with monster spawns disabled; useful for
benchmarking Abyss morphs with no shifts other than timed ones.

The second one is the Abyss bot, limited to 1000 turns.  It's about
twice as slow as the former, testing monster spawns as well, combat,
scrolling shifts.  Unlike the bot, it doesn't use Xom, as that costs
yet another ~20% speed (we probably should optimize tension, too!).